3 #include "cl_collision.h"
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
7 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
8 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
12 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
13 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
14 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
15 cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
16 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
17 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
19 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
20 qboolean v_flipped_state = false;
22 int gl_maxdrawrangeelementsvertices;
23 int gl_maxdrawrangeelementsindices;
28 void GL_PrintError(int errornumber, char *filename, int linenumber)
32 #ifdef GL_INVALID_ENUM
34 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
37 #ifdef GL_INVALID_VALUE
38 case GL_INVALID_VALUE:
39 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
42 #ifdef GL_INVALID_OPERATION
43 case GL_INVALID_OPERATION:
44 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
47 #ifdef GL_STACK_OVERFLOW
48 case GL_STACK_OVERFLOW:
49 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
52 #ifdef GL_STACK_UNDERFLOW
53 case GL_STACK_UNDERFLOW:
54 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
57 #ifdef GL_OUT_OF_MEMORY
58 case GL_OUT_OF_MEMORY:
59 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
62 #ifdef GL_TABLE_TOO_LARGE
63 case GL_TABLE_TOO_LARGE:
64 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
68 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
74 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
76 void SCR_ScreenShot_f (void);
78 static matrix4x4_t backend_viewmatrix;
79 static matrix4x4_t backend_modelmatrix;
80 static matrix4x4_t backend_modelviewmatrix;
81 static matrix4x4_t backend_projectmatrix;
83 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
86 note: here's strip order for a terrain row:
93 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
95 *elements++ = i + row;
97 *elements++ = i + row + 1;
100 *elements++ = i + row + 1;
103 for (y = 0;y < rows - 1;y++)
105 for (x = 0;x < columns - 1;x++)
108 *elements++ = i + columns;
110 *elements++ = i + columns + 1;
113 *elements++ = i + columns + 1;
124 for (y = 0;y < rows - 1;y++)
126 for (x = 0;x < columns - 1;x++)
130 *elements++ = i + columns;
131 *elements++ = i + columns + 1;
132 *elements++ = i + columns;
133 *elements++ = i + columns + 1;
139 int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
140 int quadelements[QUADELEMENTS_MAXQUADS*6];
142 void GL_Backend_AllocArrays(void)
146 void GL_Backend_FreeArrays(void)
150 void GL_VBOStats_f(void)
152 GL_Mesh_ListVBOs(true);
155 typedef struct gl_bufferobjectinfo_s
160 char name[MAX_QPATH];
162 gl_bufferobjectinfo_t;
164 memexpandablearray_t gl_bufferobjectinfoarray;
166 static void gl_backend_start(void)
168 Con_Print("OpenGL Backend starting...\n");
171 if (qglDrawRangeElements != NULL)
174 qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
176 qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
178 Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
181 backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
182 backendimageunits = backendunits;
183 backendarrayunits = backendunits;
184 if (gl_support_fragment_shader)
187 qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
189 qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
191 Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
192 backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
193 backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
195 else if (backendunits > 1)
196 Con_Printf("multitexture detected: texture units = %i\n", backendunits);
198 Con_Printf("singletexture\n");
200 GL_Backend_AllocArrays();
202 Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
204 Con_Printf("OpenGL backend started.\n");
208 backendactive = true;
211 static void gl_backend_shutdown(void)
214 backendimageunits = 0;
215 backendarrayunits = 0;
216 backendactive = false;
218 Con_Print("OpenGL Backend shutting down\n");
220 Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
222 GL_Backend_FreeArrays();
225 static void gl_backend_newmap(void)
229 void gl_backend_init(void)
233 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
235 polygonelements[i * 3 + 0] = 0;
236 polygonelements[i * 3 + 1] = i + 1;
237 polygonelements[i * 3 + 2] = i + 2;
239 // elements for rendering a series of quads as triangles
240 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
242 quadelements[i * 6 + 0] = i * 4;
243 quadelements[i * 6 + 1] = i * 4 + 1;
244 quadelements[i * 6 + 2] = i * 4 + 2;
245 quadelements[i * 6 + 3] = i * 4;
246 quadelements[i * 6 + 4] = i * 4 + 2;
247 quadelements[i * 6 + 5] = i * 4 + 3;
250 Cvar_RegisterVariable(&r_render);
251 Cvar_RegisterVariable(&r_waterwarp);
252 Cvar_RegisterVariable(&gl_polyblend);
253 Cvar_RegisterVariable(&v_flipped);
254 Cvar_RegisterVariable(&gl_dither);
255 Cvar_RegisterVariable(&gl_lockarrays);
256 Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
257 Cvar_RegisterVariable(&gl_vbo);
258 Cvar_RegisterVariable(&gl_paranoid);
259 Cvar_RegisterVariable(&gl_printcheckerror);
261 Cvar_SetValue("r_render", 0);
264 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
265 Cvar_RegisterVariable(&gl_mesh_testarrayelement);
266 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
268 Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them\n");
270 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
273 void GL_SetMirrorState(qboolean state);
275 void GL_SetupView_Orientation_Identity (void)
277 backend_viewmatrix = identitymatrix;
278 GL_SetMirrorState(false);
279 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
282 void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
284 matrix4x4_t tempmatrix, basematrix;
285 Matrix4x4_Invert_Full(&tempmatrix, matrix);
286 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
287 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
288 Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
290 GL_SetMirrorState(v_flipped.integer);
293 Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
294 Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
295 Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
298 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
299 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
300 //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
301 //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
302 memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
305 void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
311 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
312 qglLoadIdentity();CHECKGLERROR
314 qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
315 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
316 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
317 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
318 GL_SetupView_Orientation_Identity();
322 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
328 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
329 qglLoadIdentity();CHECKGLERROR
331 nudge = 1.0 - 1.0 / (1<<23);
332 m[ 0] = 1.0 / frustumx;
337 m[ 5] = 1.0 / frustumy;
346 m[14] = -2 * zNear * nudge;
348 qglLoadMatrixd(m);CHECKGLERROR
349 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
350 GL_SetupView_Orientation_Identity();
352 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
355 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
361 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
362 qglLoadIdentity();CHECKGLERROR
363 qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
364 qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
365 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
366 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
367 GL_SetupView_Orientation_Identity();
371 void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
376 float clipPlane[4], v3[3], v4[3];
379 // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
380 // modified to fit in this codebase.
382 VectorSet(normal, normalx, normaly, normalz);
383 Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
384 VectorScale(normal, dist, v3);
385 Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
386 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
387 clipPlane[3] = -DotProduct(v4, clipPlane);
391 // testing code for comparing results
393 VectorCopy4(clipPlane, clipPlane2);
394 R_Mesh_Matrix(&identitymatrix);
395 VectorSet(q, normal[0], normal[1], normal[2], -dist);
396 qglClipPlane(GL_CLIP_PLANE0, q);
397 qglGetClipPlane(GL_CLIP_PLANE0, q);
398 VectorCopy4(q, clipPlane);
402 // Calculate the clip-space corner point opposite the clipping plane
403 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
404 // transform it into camera space by multiplying it
405 // by the inverse of the projection matrix
406 Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
408 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
409 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
411 q[3] = (1.0f + matrix[10]) / matrix[14];
413 // Calculate the scaled plane vector
414 d = 2.0f / DotProduct4(clipPlane, q);
416 // Replace the third row of the projection matrix
417 matrix[2] = clipPlane[0] * d;
418 matrix[6] = clipPlane[1] * d;
419 matrix[10] = clipPlane[2] * d + 1.0f;
420 matrix[14] = clipPlane[3] * d;
422 // Load it back into OpenGL
423 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
424 qglLoadMatrixd(matrix);CHECKGLERROR
425 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
427 Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
430 typedef struct gltextureunit_s
432 const void *pointer_texcoord;
433 size_t pointer_texcoord_offset;
434 int pointer_texcoord_buffer;
435 int t1d, t2d, t3d, tcubemap;
437 unsigned int arraycomponents;
438 int rgbscale, alphascale;
439 int combinergb, combinealpha;
440 // FIXME: add more combine stuff
441 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
442 int texmatrixenabled;
447 static struct gl_state_s
455 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
458 float polygonoffset[2];
462 unsigned int clientunit;
463 gltextureunit_t units[MAX_TEXTUREUNITS];
467 int vertexbufferobject;
468 int elementbufferobject;
469 qboolean pointer_color_enabled;
470 const void *pointer_vertex;
471 const void *pointer_color;
472 size_t pointer_vertex_offset;
473 size_t pointer_color_offset;
474 int pointer_vertex_buffer;
475 int pointer_color_buffer;
479 static void GL_BindVBO(int bufferobject)
481 if (gl_state.vertexbufferobject != bufferobject)
483 gl_state.vertexbufferobject = bufferobject;
485 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
490 static void GL_BindEBO(int bufferobject)
492 if (gl_state.elementbufferobject != bufferobject)
494 gl_state.elementbufferobject = bufferobject;
496 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
501 void GL_SetupTextureState(void)
504 gltextureunit_t *unit;
506 gl_state.unit = MAX_TEXTUREUNITS;
507 gl_state.clientunit = MAX_TEXTUREUNITS;
508 for (i = 0;i < MAX_TEXTUREUNITS;i++)
510 unit = gl_state.units + i;
515 unit->arrayenabled = false;
516 unit->arraycomponents = 0;
517 unit->pointer_texcoord = NULL;
518 unit->pointer_texcoord_buffer = 0;
519 unit->pointer_texcoord_offset = 0;
521 unit->alphascale = 1;
522 unit->combinergb = GL_MODULATE;
523 unit->combinealpha = GL_MODULATE;
524 unit->texmatrixenabled = false;
525 unit->matrix = identitymatrix;
528 for (i = 0;i < backendimageunits;i++)
531 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
532 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
535 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
537 if (gl_texturecubemap)
539 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
543 for (i = 0;i < backendarrayunits;i++)
545 GL_ClientActiveTexture(i);
547 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
548 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
551 for (i = 0;i < backendunits;i++)
554 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
555 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
558 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
560 if (gl_texturecubemap)
562 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
564 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
565 qglLoadIdentity();CHECKGLERROR
566 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
567 if (gl_combine.integer)
569 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
570 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
571 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
572 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
573 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
574 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
575 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
576 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
577 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
578 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
579 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
580 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
581 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
582 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
583 qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
584 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
585 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
589 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
596 void GL_Backend_ResetState(void)
598 memset(&gl_state, 0, sizeof(gl_state));
599 gl_state.depthtest = true;
600 gl_state.alphatest = false;
601 gl_state.blendfunc1 = GL_ONE;
602 gl_state.blendfunc2 = GL_ZERO;
603 gl_state.blend = false;
604 gl_state.depthmask = GL_TRUE;
605 gl_state.colormask = 15;
606 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
607 gl_state.lockrange_first = 0;
608 gl_state.lockrange_count = 0;
609 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
610 gl_state.cullfaceenable = true;
611 gl_state.polygonoffset[0] = 0;
612 gl_state.polygonoffset[1] = 0;
616 qglColorMask(1, 1, 1, 1);
617 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
618 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
619 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
620 qglDisable(GL_BLEND);CHECKGLERROR
621 qglCullFace(gl_state.cullface);CHECKGLERROR
622 qglEnable(GL_CULL_FACE);CHECKGLERROR
623 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
624 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
625 qglDepthMask(gl_state.depthmask);CHECKGLERROR
626 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
628 if (gl_support_arb_vertex_buffer_object)
630 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
631 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
634 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
635 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
637 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
638 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
640 GL_Color(0, 0, 0, 0);
641 GL_Color(1, 1, 1, 1);
643 GL_SetupTextureState();
646 void GL_ActiveTexture(unsigned int num)
648 if (gl_state.unit != num)
651 if (qglActiveTexture)
654 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
660 void GL_ClientActiveTexture(unsigned int num)
662 if (gl_state.clientunit != num)
664 gl_state.clientunit = num;
665 if (qglActiveTexture)
668 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
674 void GL_BlendFunc(int blendfunc1, int blendfunc2)
676 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
679 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
680 if (gl_state.blendfunc2 == GL_ZERO)
682 if (gl_state.blendfunc1 == GL_ONE)
687 qglDisable(GL_BLEND);CHECKGLERROR
695 qglEnable(GL_BLEND);CHECKGLERROR
704 qglEnable(GL_BLEND);CHECKGLERROR
710 void GL_DepthMask(int state)
712 if (gl_state.depthmask != state)
715 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
719 void GL_DepthTest(int state)
721 if (gl_state.depthtest != state)
723 gl_state.depthtest = state;
725 if (gl_state.depthtest)
727 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
731 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
736 void GL_DepthRange(float nearfrac, float farfrac)
738 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
740 gl_state.depthrange[0] = nearfrac;
741 gl_state.depthrange[1] = farfrac;
742 qglDepthRange(nearfrac, farfrac);
746 void GL_PolygonOffset(float planeoffset, float depthoffset)
748 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
750 gl_state.polygonoffset[0] = planeoffset;
751 gl_state.polygonoffset[1] = depthoffset;
752 qglPolygonOffset(planeoffset, depthoffset);
756 void GL_SetMirrorState(qboolean state)
758 if(!state != !v_flipped_state)
760 // change cull face mode!
761 if(gl_state.cullface == GL_BACK)
762 qglCullFace((gl_state.cullface = GL_FRONT));
763 else if(gl_state.cullface == GL_FRONT)
764 qglCullFace((gl_state.cullface = GL_BACK));
766 v_flipped_state = state;
769 void GL_CullFace(int state)
775 if(state == GL_FRONT)
777 else if(state == GL_BACK)
781 if (state != GL_NONE)
783 if (!gl_state.cullfaceenable)
785 gl_state.cullfaceenable = true;
786 qglEnable(GL_CULL_FACE);CHECKGLERROR
788 if (gl_state.cullface != state)
790 gl_state.cullface = state;
791 qglCullFace(gl_state.cullface);CHECKGLERROR
796 if (gl_state.cullfaceenable)
798 gl_state.cullfaceenable = false;
799 qglDisable(GL_CULL_FACE);CHECKGLERROR
804 void GL_AlphaTest(int state)
806 if (gl_state.alphatest != state)
808 gl_state.alphatest = state;
810 if (gl_state.alphatest)
812 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
816 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
821 void GL_ColorMask(int r, int g, int b, int a)
823 int state = r*8 + g*4 + b*2 + a*1;
824 if (gl_state.colormask != state)
826 gl_state.colormask = state;
828 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
832 void GL_Color(float cr, float cg, float cb, float ca)
834 if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
836 gl_state.color4f[0] = cr;
837 gl_state.color4f[1] = cg;
838 gl_state.color4f[2] = cb;
839 gl_state.color4f[3] = ca;
841 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
846 void GL_LockArrays(int first, int count)
848 if (count < gl_lockarrays_minimumvertices.integer)
853 if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
855 if (gl_state.lockrange_count)
857 gl_state.lockrange_count = 0;
859 qglUnlockArraysEXT();
862 if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
864 gl_state.lockrange_first = first;
865 gl_state.lockrange_count = count;
867 qglLockArraysEXT(first, count);
873 void GL_Scissor (int x, int y, int width, int height)
876 qglScissor(x, vid.height - (y + height),width,height);
880 void GL_ScissorTest(int state)
882 if(gl_state.scissortest == state)
886 if((gl_state.scissortest = state))
887 qglEnable(GL_SCISSOR_TEST);
889 qglDisable(GL_SCISSOR_TEST);
893 void GL_Clear(int mask)
896 qglClear(mask);CHECKGLERROR
899 void GL_TransformToScreen(const vec4_t in, vec4_t out)
903 Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
904 Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
906 out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
907 out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f;
908 out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
911 // called at beginning of frame
912 void R_Mesh_Start(void)
916 if (gl_printcheckerror.integer && !gl_paranoid.integer)
918 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
919 Cvar_SetValueQuick(&gl_paranoid, 1);
921 GL_Backend_ResetState();
924 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
928 char compilelog[MAX_INPUTLINE];
929 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
932 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
933 qglCompileShaderARB(shaderobject);CHECKGLERROR
934 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
935 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
937 Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog);
940 qglDeleteObjectARB(shaderobject);CHECKGLERROR
943 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
944 qglDeleteObjectARB(shaderobject);CHECKGLERROR
948 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
951 GLuint programobject = 0;
952 char linklog[MAX_INPUTLINE];
955 programobject = qglCreateProgramObjectARB();CHECKGLERROR
959 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
962 #ifdef GL_GEOMETRY_SHADER_ARB
963 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
967 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
970 qglLinkProgramARB(programobject);CHECKGLERROR
971 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
972 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
975 Con_DPrintf("program link log:\n%s\n", linklog);
976 // software vertex shader is ok but software fragment shader is WAY
977 // too slow, fail program if so.
978 // NOTE: this string might be ATI specific, but that's ok because the
979 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
980 // software fragment shader due to low instruction and dependent
982 if (strstr(linklog, "fragment shader will run in software"))
983 programlinked = false;
987 return programobject;
989 qglDeleteObjectARB(programobject);CHECKGLERROR
993 void GL_Backend_FreeProgram(unsigned int prog)
996 qglDeleteObjectARB(prog);
1000 int gl_backend_rebindtextures;
1002 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1007 for (i = 0;i < count;i++)
1008 *out++ = *in++ + offset;
1011 memcpy(out, in, sizeof(*out) * count);
1014 // renders triangles using vertices from the active arrays
1015 int paranoidblah = 0;
1016 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
1018 unsigned int numelements = numtriangles * 3;
1019 if (numvertices < 3 || numtriangles < 1)
1021 Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
1024 if (gl_vbo.integer != 1)
1027 r_refdef.stats.meshes++;
1028 r_refdef.stats.meshes_elements += numelements;
1029 if (gl_paranoid.integer)
1031 unsigned int i, j, size;
1033 // note: there's no validation done here on buffer objects because it
1034 // is somewhat difficult to get at the data, and gl_paranoid can be
1035 // used without buffer objects if the need arises
1036 // (the data could be gotten using glMapBuffer but it would be very
1037 // slow due to uncachable video memory reads)
1038 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1039 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1041 if (gl_state.pointer_vertex)
1042 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1044 if (gl_state.pointer_color_enabled)
1046 if (!qglIsEnabled(GL_COLOR_ARRAY))
1047 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1049 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1050 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1053 for (i = 0;i < backendarrayunits;i++)
1055 if (gl_state.units[i].arrayenabled)
1057 GL_ClientActiveTexture(i);
1058 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1059 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1061 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1062 for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
1066 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1068 if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
1070 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
1076 if (r_render.integer)
1079 if (gl_mesh_testmanualfeeding.integer)
1083 qglBegin(GL_TRIANGLES);
1084 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1086 for (j = 0;j < backendarrayunits;j++)
1088 if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
1090 if (backendarrayunits > 1)
1092 if (gl_state.units[j].arraycomponents == 4)
1094 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
1095 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1097 else if (gl_state.units[j].arraycomponents == 3)
1099 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
1100 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1102 else if (gl_state.units[j].arraycomponents == 2)
1104 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
1105 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1109 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1110 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1115 if (gl_state.units[j].arraycomponents == 4)
1117 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
1118 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1120 else if (gl_state.units[j].arraycomponents == 3)
1122 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
1123 qglTexCoord3f(p[0], p[1], p[2]);
1125 else if (gl_state.units[j].arraycomponents == 2)
1127 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
1128 qglTexCoord2f(p[0], p[1]);
1132 p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
1133 qglTexCoord1f(p[0]);
1138 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1140 p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
1141 qglColor4f(p[0], p[1], p[2], p[3]);
1143 p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
1144 qglVertex3f(p[0], p[1], p[2]);
1149 else if (gl_mesh_testarrayelement.integer)
1152 qglBegin(GL_TRIANGLES);
1153 for (i = 0;i < numtriangles * 3;i++)
1155 qglArrayElement(elements[i]);
1160 else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1162 GL_BindEBO(bufferobject);
1163 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1168 GL_BindEBO(bufferobject);
1169 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
1175 // restores backend state, used when done with 3D rendering
1176 void R_Mesh_Finish(void)
1181 GL_LockArrays(0, 0);
1184 for (i = 0;i < backendimageunits;i++)
1186 GL_ActiveTexture(i);
1187 qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
1188 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1191 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1193 if (gl_texturecubemap)
1195 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1198 for (i = 0;i < backendarrayunits;i++)
1200 GL_ActiveTexture(backendarrayunits - 1 - i);
1201 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1203 for (i = 0;i < backendunits;i++)
1205 GL_ActiveTexture(backendunits - 1 - i);
1206 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1207 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1210 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1212 if (gl_texturecubemap)
1214 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1216 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1217 if (gl_combine.integer)
1219 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
1220 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
1223 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1224 qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1226 qglDisable(GL_BLEND);CHECKGLERROR
1227 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1228 qglDepthMask(GL_TRUE);CHECKGLERROR
1229 qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
1232 int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
1234 gl_bufferobjectinfo_t *info;
1235 GLuint bufferobject;
1237 if (!gl_vbo.integer)
1240 qglGenBuffersARB(1, &bufferobject);
1243 case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
1244 case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
1245 default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
1247 qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
1249 info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
1250 memset(info, 0, sizeof(*info));
1251 info->target = target;
1252 info->object = bufferobject;
1254 strlcpy(info->name, name, sizeof(info->name));
1256 return (int)bufferobject;
1259 void R_Mesh_DestroyBufferObject(int bufferobject)
1262 gl_bufferobjectinfo_t *info;
1264 qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
1266 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1267 for (i = 0;i < endindex;i++)
1269 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1272 if (info->object == bufferobject)
1274 Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
1280 void GL_Mesh_ListVBOs(qboolean printeach)
1283 size_t ebocount = 0, ebomemory = 0;
1284 size_t vbocount = 0, vbomemory = 0;
1285 gl_bufferobjectinfo_t *info;
1286 endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
1287 for (i = 0;i < endindex;i++)
1289 info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
1292 switch(info->target)
1294 case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1295 case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
1296 default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
1299 Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
1302 void R_Mesh_Matrix(const matrix4x4_t *matrix)
1304 if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
1306 double glmatrix[16];
1307 backend_modelmatrix = *matrix;
1308 Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
1309 Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
1311 qglLoadMatrixd(glmatrix);CHECKGLERROR
1315 void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
1317 if (!gl_vbo.integer)
1319 if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
1321 gl_state.pointer_vertex = vertex3f;
1322 gl_state.pointer_vertex_buffer = bufferobject;
1323 gl_state.pointer_vertex_offset = bufferoffset;
1325 GL_BindVBO(bufferobject);
1326 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
1330 void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
1332 // note: this can not rely on bufferobject to decide whether a color array
1333 // is supplied, because surfmesh_t shares one vbo for all arrays, which
1334 // means that a valid vbo may be supplied even if there is no color array.
1337 if (!gl_vbo.integer)
1339 // caller wants color array enabled
1340 if (!gl_state.pointer_color_enabled)
1342 gl_state.pointer_color_enabled = true;
1344 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1346 if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
1348 gl_state.pointer_color = color4f;
1349 gl_state.pointer_color_buffer = bufferobject;
1350 gl_state.pointer_color_offset = bufferoffset;
1352 GL_BindVBO(bufferobject);
1353 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
1358 // caller wants color array disabled
1359 if (gl_state.pointer_color_enabled)
1361 gl_state.pointer_color_enabled = false;
1363 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1364 // when color array is on the glColor gets trashed, set it again
1365 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1370 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
1372 gltextureunit_t *unit = gl_state.units + unitnum;
1373 // update array settings
1375 // note: there is no need to check bufferobject here because all cases
1376 // that involve a valid bufferobject also supply a texcoord array
1379 if (!gl_vbo.integer)
1381 // texture array unit is enabled, enable the array
1382 if (!unit->arrayenabled)
1384 unit->arrayenabled = true;
1385 GL_ClientActiveTexture(unitnum);
1386 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1389 if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
1391 unit->pointer_texcoord = texcoord;
1392 unit->pointer_texcoord_buffer = bufferobject;
1393 unit->pointer_texcoord_offset = bufferoffset;
1394 unit->arraycomponents = numcomponents;
1395 GL_ClientActiveTexture(unitnum);
1396 GL_BindVBO(bufferobject);
1397 qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
1402 // texture array unit is disabled, disable the array
1403 if (unit->arrayenabled)
1405 unit->arrayenabled = false;
1406 GL_ClientActiveTexture(unitnum);
1407 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1412 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
1414 gltextureunit_t *unit = gl_state.units + unitnum;
1415 if (unitnum >= backendimageunits)
1417 // update 1d texture binding
1418 if (unit->t1d != tex1d)
1420 GL_ActiveTexture(unitnum);
1421 if (unitnum < backendunits)
1427 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1434 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1439 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1441 // update 2d texture binding
1442 if (unit->t2d != tex2d)
1444 GL_ActiveTexture(unitnum);
1445 if (unitnum < backendunits)
1451 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1458 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1463 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1465 // update 3d texture binding
1466 if (unit->t3d != tex3d)
1468 GL_ActiveTexture(unitnum);
1469 if (unitnum < backendunits)
1475 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1482 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1487 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1489 // update cubemap texture binding
1490 if (unit->tcubemap != texcubemap)
1492 GL_ActiveTexture(unitnum);
1493 if (unitnum < backendunits)
1497 if (unit->tcubemap == 0)
1499 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1506 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1510 unit->tcubemap = texcubemap;
1511 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1515 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
1517 gltextureunit_t *unit = gl_state.units + unitnum;
1518 if (unitnum >= backendimageunits)
1520 // update 1d texture binding
1521 if (unit->t1d != texnum)
1523 GL_ActiveTexture(unitnum);
1524 if (unitnum < backendunits)
1530 qglEnable(GL_TEXTURE_1D);CHECKGLERROR
1537 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1542 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1544 // update 2d texture binding
1547 GL_ActiveTexture(unitnum);
1548 if (unitnum < backendunits)
1552 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1556 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1558 // update 3d texture binding
1561 GL_ActiveTexture(unitnum);
1562 if (unitnum < backendunits)
1566 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1570 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1572 // update cubemap texture binding
1575 GL_ActiveTexture(unitnum);
1576 if (unitnum < backendunits)
1580 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1584 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1588 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
1590 gltextureunit_t *unit = gl_state.units + unitnum;
1591 if (unitnum >= backendimageunits)
1593 // update 1d texture binding
1596 GL_ActiveTexture(unitnum);
1597 if (unitnum < backendunits)
1601 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1605 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1607 // update 2d texture binding
1608 if (unit->t2d != texnum)
1610 GL_ActiveTexture(unitnum);
1611 if (unitnum < backendunits)
1617 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1624 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1629 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1631 // update 3d texture binding
1634 GL_ActiveTexture(unitnum);
1635 if (unitnum < backendunits)
1639 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1643 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1645 // update cubemap texture binding
1646 if (unit->tcubemap != 0)
1648 GL_ActiveTexture(unitnum);
1649 if (unitnum < backendunits)
1653 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1657 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1661 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
1663 gltextureunit_t *unit = gl_state.units + unitnum;
1664 if (unitnum >= backendimageunits)
1666 // update 1d texture binding
1669 GL_ActiveTexture(unitnum);
1670 if (unitnum < backendunits)
1674 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1678 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1680 // update 2d texture binding
1683 GL_ActiveTexture(unitnum);
1684 if (unitnum < backendunits)
1688 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1692 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1694 // update 3d texture binding
1695 if (unit->t3d != texnum)
1697 GL_ActiveTexture(unitnum);
1698 if (unitnum < backendunits)
1704 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1711 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1716 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1718 // update cubemap texture binding
1719 if (unit->tcubemap != 0)
1721 GL_ActiveTexture(unitnum);
1722 if (unitnum < backendunits)
1726 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1730 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1734 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
1736 gltextureunit_t *unit = gl_state.units + unitnum;
1737 if (unitnum >= backendimageunits)
1739 // update 1d texture binding
1742 GL_ActiveTexture(unitnum);
1743 if (unitnum < backendunits)
1747 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1751 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1753 // update 2d texture binding
1756 GL_ActiveTexture(unitnum);
1757 if (unitnum < backendunits)
1761 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1765 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1767 // update 3d texture binding
1770 GL_ActiveTexture(unitnum);
1771 if (unitnum < backendunits)
1775 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1779 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1781 // update cubemap texture binding
1782 if (unit->tcubemap != texnum)
1784 GL_ActiveTexture(unitnum);
1785 if (unitnum < backendunits)
1789 if (unit->tcubemap == 0)
1791 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1798 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1802 unit->tcubemap = texnum;
1803 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1807 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1809 gltextureunit_t *unit = gl_state.units + unitnum;
1810 if (matrix->m[3][3])
1812 // texmatrix specified, check if it is different
1813 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1815 double glmatrix[16];
1816 unit->texmatrixenabled = true;
1817 unit->matrix = *matrix;
1819 Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
1820 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1821 GL_ActiveTexture(unitnum);
1822 qglLoadMatrixd(glmatrix);CHECKGLERROR
1823 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1828 // no texmatrix specified, revert to identity
1829 if (unit->texmatrixenabled)
1831 unit->texmatrixenabled = false;
1833 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1834 GL_ActiveTexture(unitnum);
1835 qglLoadIdentity();CHECKGLERROR
1836 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1841 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1843 gltextureunit_t *unit = gl_state.units + unitnum;
1845 if (gl_combine.integer)
1847 // GL_ARB_texture_env_combine
1849 combinergb = GL_MODULATE;
1851 combinealpha = GL_MODULATE;
1856 if (unit->combinergb != combinergb)
1858 unit->combinergb = combinergb;
1859 GL_ActiveTexture(unitnum);
1860 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1862 if (unit->combinealpha != combinealpha)
1864 unit->combinealpha = combinealpha;
1865 GL_ActiveTexture(unitnum);
1866 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1868 if (unit->rgbscale != rgbscale)
1870 GL_ActiveTexture(unitnum);
1871 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
1873 if (unit->alphascale != alphascale)
1875 GL_ActiveTexture(unitnum);
1876 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
1883 combinergb = GL_MODULATE;
1884 if (unit->combinergb != combinergb)
1886 unit->combinergb = combinergb;
1887 GL_ActiveTexture(unitnum);
1888 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
1893 void R_Mesh_TextureState(const rmeshstate_t *m)
1900 if (gl_backend_rebindtextures)
1902 gl_backend_rebindtextures = false;
1903 GL_SetupTextureState();
1907 for (i = 0;i < backendimageunits;i++)
1908 R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
1909 for (i = 0;i < backendarrayunits;i++)
1911 if (m->pointer_texcoord3f[i])
1912 R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1914 R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
1916 for (i = 0;i < backendunits;i++)
1918 R_Mesh_TexMatrix(i, &m->texmatrix[i]);
1919 R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
1924 void R_Mesh_ResetTextureState(void)
1926 unsigned int unitnum;
1931 if (gl_backend_rebindtextures)
1933 gl_backend_rebindtextures = false;
1934 GL_SetupTextureState();
1938 for (unitnum = 0;unitnum < backendimageunits;unitnum++)
1940 gltextureunit_t *unit = gl_state.units + unitnum;
1941 // update 1d texture binding
1944 GL_ActiveTexture(unitnum);
1945 if (unitnum < backendunits)
1947 qglDisable(GL_TEXTURE_1D);CHECKGLERROR
1950 qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
1952 // update 2d texture binding
1955 GL_ActiveTexture(unitnum);
1956 if (unitnum < backendunits)
1958 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1961 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1963 // update 3d texture binding
1966 GL_ActiveTexture(unitnum);
1967 if (unitnum < backendunits)
1969 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1972 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1974 // update cubemap texture binding
1977 GL_ActiveTexture(unitnum);
1978 if (unitnum < backendunits)
1980 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1983 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1986 for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
1988 gltextureunit_t *unit = gl_state.units + unitnum;
1989 // texture array unit is disabled, disable the array
1990 if (unit->arrayenabled)
1992 unit->arrayenabled = false;
1993 GL_ClientActiveTexture(unitnum);
1994 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1997 for (unitnum = 0;unitnum < backendunits;unitnum++)
1999 gltextureunit_t *unit = gl_state.units + unitnum;
2000 // no texmatrix specified, revert to identity
2001 if (unit->texmatrixenabled)
2003 unit->texmatrixenabled = false;
2005 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2006 GL_ActiveTexture(unitnum);
2007 qglLoadIdentity();CHECKGLERROR
2008 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2010 if (gl_combine.integer)
2012 // GL_ARB_texture_env_combine
2013 if (unit->combinergb != GL_MODULATE)
2015 unit->combinergb = GL_MODULATE;
2016 GL_ActiveTexture(unitnum);
2017 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
2019 if (unit->combinealpha != GL_MODULATE)
2021 unit->combinealpha = GL_MODULATE;
2022 GL_ActiveTexture(unitnum);
2023 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
2025 if (unit->rgbscale != 1)
2027 GL_ActiveTexture(unitnum);
2028 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
2030 if (unit->alphascale != 1)
2032 GL_ActiveTexture(unitnum);
2033 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
2039 if (unit->combinergb != GL_MODULATE)
2041 unit->combinergb = GL_MODULATE;
2042 GL_ActiveTexture(unitnum);
2043 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
2049 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
2053 for (;numtriangles;numtriangles--, elements += 3)
2055 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
2056 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
2057 qglArrayElement(elements[2]);qglArrayElement(elements[0]);